Looking into the Similarities between Female Gamers and Female Sports Fans: Understanding Gender Inequality in our Society
The stereotyping of women as described by Amanda Marcotte in “Teen Girls Love Videogames, but They’re Really Quiet About it” is the exact same as the stereotyping of women that is being done by the NFL and other popular sports, as described by Shawnee Barton and Alyssa Rosenberg in their articles. In all three articles, one thing is consistent: NFL and videogames in mainstream media are marketed towards one audience – Men. On a daily basis, in both sporting events and videogames, women are stereotyped against solely because of their gender. Many people in society today still judge women for being gamers or sports fans, simply because it is outside the culture norm of what women are “supposed” to like. Instead of real fans, women are viewed as just “products” – people who wear a pink jersey and look pretty because their boyfriends told them to, or people who play videogames just to act like a “fake geek girl.” Today, America is still considered a patriarchy society. Male dominance may be weakening, but there is still not complete equality between sexes in America. Stereotyping against women in videogames and sporting events adds to the idealism that the way women do things is inferior to the way men do them. When did all this women bashing begin?
In Marcotte’s article, she talks about how girls love to play videogames. On average, 84% of teen boys play videogames while 59% of teen girls play videogames. Even though men predominate in the gaming world, women still make up a large proportion of the gaming community – however, the majority of commercial advertising is marketed towards men and excludes women. Marcotte also talks about how different sexes engage in gaming differently – when teen boys play videogames, it is a social activity; however, for most teen girls gaming is a solitary pursuit. Boys are far more likely than girls to put gaming at the center of their social lives. Approximately 38% of boys share their gaming handle as one of the first three pieces of information exchanged when they meet someone, while just 7% of girls share their gaming handle when meeting new friends. Also, when girls play online games they are far less likely than boys to turn on their mics to talk to other players. Girls shun being seen playing videogames because it is outside the social norm of what girls are supposed to do. Girls also do not turn on their mics as frequently as boys because girls are taught that they need to be protected; people online might “abduct” or “stock” a girl, but will leave a boy alone. Girls also play games as a “low key” activity instead of a social activity because their performance is under scrutiny – any failures are more likely to be blamed on their gender. If a girl exposes her gender online while playing a game, some men might even harass her and call her names, simply because she is a girl.
Similar to how videogames stereotype against women, sports like the NFL are also directed towards men and exclude women. In their articles, “As a Female NFL Fan, I want a Better Stadium Experience – Not a Pink Jersey” and “The Plight of the Female Sports Fan,” both Shawnee Barton and Alyssa Rosenberg write about how the NFL industry stereotypes against women. Even though many women are sports fans, the majority of sports fans today are still men. Because of this, similar to videogames, commercial advertisements are marketed towards men specifically. Often times, women do not attend NFL games even though they may be die-hard fans. This is because women are discriminated against, (security: clear-bag policy), and many mothers do not feel safe bringing their kids or families to a stadium due to obnoxious, rude, and unpleasant people. Because of this, many female NFL fans enjoy the game with their families at their house on the couch as a “low key” activity. This is the exact same way that teen girls often play videogames – as a solitary event. Due to discrimination, many women and girls alike feel that partaking in more discreet events is safer, and more productive as a whole. In the NFL and videogame industry, women are often seen as “products” and not as real fans. The only time women are present in NFL advertisements are when they are either the “fantasy” girl, or when they are bringing their husband and drunk buddies food and beverages, acting as their personal waitress. This is the same way that women are portrayed in the videogame industry, as casual by-standers, who are not real fans. When women are portrayed like this, it just adds to the negative stereotyping that women can’t possibly be sports fans, or that women can’t enjoy playing videogames in their spare time.
When women are stereotyped against, it makes women feel uncomfortable and inadequate. Advertising companies in the future need to start including women in a more positive way, showing that women can also be sports fans, or that women can also love videogames – it’s not just a “guy” thing. During NFL sporting events, there needs to be designated sections where “sippy-cup schlepping parents and kids aren’t subject to over-the-top terrorist screenings” and can enter games more easily. In the videogame world, teenage boys need to accept teenage girls more, and understand that both sexes can play the game equally well regardless of gender. When reading the articles, all three authors emphasized how the female gamer and female sports fan populations have grown drastically over the last few years. If women felt more accepted into the gamer/sporting world, the sports and videogame industries would gain much more money, and there would be even more videogame/sports fans.
Overall, in all three articles the authors expressed how there are many inequalities that women gamers and women sports fans face on a daily basis. These inequalities and stereotypical views need to stop if we are ever going to create a female-friendly fan experience.
Barton, Shawnee. 2013. “As A Female NFL Fan, I Want A Better Stadium Experience—Not A Pink Jersey”. The Atlantic. http://www.theatlantic.com/entertainment/archive/2013/09/as-a-female-nfl-fan-i-want-a-better-stadium-experience-not-a-pink-jersey/279915/.
Marcotte, Amanda. 2015. “Teen Girls Love Video Games, but They’re Really Quiet About It.” Slate. http://www.slate.com/blogs/xx_factor/2015/08/18/teen_girls_play_video_games_but_they _minimize_their_contact_with_other_players.html
Rosenberg, Alyssa. 2011. “The Plight Of The Female Sports Fan”. The Atlantic.http://www.theatlantic.com/entertainment/archive/2011/02/the-plight-of-the-female-sports-fan/70592/.